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Have any additions and/or changes been made to the custom stadium sounds system, i.e. new situations to play sounds, tweaking of when sounds play, how sounds fade out, the number of specific sound events one can store in one profile, etc.? Will stadium sounds have the same number of slots?

A: The Custom Stadium Sounds feature will continue to work the same as it did in NCAA Football 09. With the addition of TeamBuilder, you will be able to set custom sounds for these schools using the ?All? setting.
I may have asked this already, but I couldn't find it in this thread.

Can we only hear our own stadium sounds? Or could we set it up to hear our opponents stadium sounds?
 
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jwinslow;1501929; said:
like what? You mean the old OLB to DE stuff?

They've finally allowed us to switch safety & LB positions without huge penalties.

I meant the huge roster mess that happened last year pre-patch when you edited too many teams or something like that...

But making position switches a little more seamless is a good addition!
 
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CentralMOBuck;1502285; said:
Can we do custom stadium sounds on teambuilder teams? I wouldn't mind hearing the same old boring stuff all the time.

You can, but you have to set the stadium sound to "All", meaning that they will play at every stadium not just the teambuilder one.
 
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Just thought I'd post this... progression is basically broken. It doesn't matter who you recruit because everyone gains a ton of points and basically you end up with a ton of A and A+ teams.

A few quotes..

The game plays very good, but the progression "BUG" as i am calling it is KILLING dynasty mode completely for me.I mean if this is not a "BUG" and was a design choice...WTF?The issue is not only that freshman come in with STUPID high overall's, but the fact that EVERY SINGLE PLAYER regardless of potential progress the SAME (anywhere from 4-11 points). So, what this means is that RECRUITING MEANS SQUAT!!! Why go after a 5* when a 3* will end up just as good IF NOT BETTER? I mean how the hell does this make it through testing? OOPS....nevermind.....I already know the answer to that one.But on the brighter side, if you play up to and including year 3 of the dynasty, things are smooth and the gameplay is the best its been (sliders will make it better). But over the long haul for those who like to actually build a contender out of low-end programs...well, we are SOL! Dynasty mode for the most part is a completely BROKEN experience when you take into account that EVERY SINGLE team eventually ends up an A or A+.....Simmed to year 12 and that is pretty much how it ends up...Whats the friggin point.

Yea way too many A teams. I just went to year 6 and I believe a little more than half the teams where in the A range with another 20 in the B+. That means that over 80 teams are either in the A's or high B's which is nuts.

This game is quite good actually, its just this bug thats killing it for me. In the ps2 days, it wasnt that bad. I had a 5 star guy get suspended a few times and was hurt twice and ended up an 88 (from an 80). Now, that is realistic right there.

Dynasty is unplayable for me because of this issue. I simmed 5 complete seasons with Western Kentucky and 3 of my recievers went from the low 70's to major NFL prospects. Above all, my team was rated a B+ with 6 guys over 90. Blockbuster was kind enough to give me store credit.

Dont get me wrong, the gameplay is improved imo from last year. But im a dynasty person and after 5+ seasons, I just couldnt stand seeing Western Kentucky as a B+, Florida Atlantic an A-, and Utah State as a B+. Team identities are completely ruined. By year 5-6, Utah State will compete with powerhouses without a problem.

A dev was on OS and said that they were looking into it but couldn't figure out the problem.
 
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Player progression is half the problem. The other half is just how easy it is to recruit this year. In 09, even with a dominant Ohio State team in my offline dynasty, I was happy to pull five or six 5* players a year. There were a couple years that I only had sixteen or seventeen commits. I usually did not finish with the top class.

This year EA dumbed it down. I played through two seasons (one pre-rosters and one post-rosters). I finished with the top class each year, and it wasn't even close. I had fourteen 5* commits the first time through and fifteen the second. The second time through I also had nine 4* commits and only one 3*, a kicker, to close out the class.

Basically, I'll be pulling in uber-classes which, when combined with the outlandish progession system, will end up with having third-string players rated in the mid-90s.
 
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The other half is just how easy it is to recruit this year.
I still don't get why they can't figure out how to have recruiting look more like the real thing. Why are there 5* have 0-3 offers, with no local ones?
This year EA dumbed it down. I played through two seasons (one pre-rosters and one post-rosters). I finished with the top class each year, and it wasn't even close. I had fourteen 5* commits the first time through and fifteen the second. The second time through I also had nine 4* commits and only one 3*, a kicker, to close out the class.
I'd be curious what the recruiting is like in a 12 team dynasty. I could see it making it quite unfair for those far from the other 11.
 
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Smooth Olaf;1502506; said:
...This year EA dumbed it down. I played through two seasons (one pre-rosters and one post-rosters). I finished with the top class each year, and it wasn't even close. I had fourteen 5* commits the first time through and fifteen the second. The second time through I also had nine 4* commits and only one 3*, a kicker, to close out the class...
I just started a dynasty last night and pulled in 4-5 5-star recruits in the first week, before I even played Navy. Granted a lot of top players were from Ohio, but I was surprised to see so many pull the trigger on the first offer.
 
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Pretty solid with the online play.

Just got done beating a guy that was 18-8 and played as Tejas'.

He had 12 total first downs and 6 points. Failed on (3) 4th down conversions.

While, I had the ball 13 minutes....:biggrin:

Defensively, I gave him both barrels and if the roles were reversed, I would have been pissed. Every play he called I seemed to be ready for. Final was 27-6 me.

Gettin' it done.
 
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CentralMOBuck;1503258; said:
Is it just me or does play action seem useless? Maybe you really have to set up the running plays first for it to work.

I saw in the other thread that you just played USC. I started off one of our dynasty's playing USC and I think their pass rush is just crazy good. I haven't had near the problems I had against SC against other teams.
 
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